Difference between revisions of "Armataur"

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(Innate Abilities: Does the penalty apply like blurry vision, or (read instantly -> wait 15 aut after))
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**Potions of [[potion of heal wounds|heal wounds]], [[potion of curing|curing]], [[potion of magic|magic]], and [[potion of ambrosia|ambrosia]] restore 2x HP/MP.  
 
**Potions of [[potion of heal wounds|heal wounds]], [[potion of curing|curing]], [[potion of magic|magic]], and [[potion of ambrosia|ambrosia]] restore 2x HP/MP.  
 
**Potions that give you status effects have the duration of their effects doubled. (except for ambrosia)
 
**Potions that give you status effects have the duration of their effects doubled. (except for ambrosia)
** [[Potions of experience]] grant two XP levels.  
+
** [[Potions of experience]] grant two XP levels. [[Potions of degeneration]] temporarily reduce each stat by 2-6 points.
 
** [[Potions of mutation]] remove 4-6 mutations, then give 2-6 random mutations, then give one guaranteed good mutation.
 
** [[Potions of mutation]] remove 4-6 mutations, then give 2-6 random mutations, then give one guaranteed good mutation.
** [[Potions of degeneration]] temporarily reduce each stat by 2-6 points.
 
 
*'''[[Awkward Tongue]]''': Armataurs read [[scrolls]] 50% slower.
 
*'''[[Awkward Tongue]]''': Armataurs read [[scrolls]] 50% slower.
  

Revision as of 17:43, 1 November 2022

Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
This page is a stub. You could probably expand this page should you wish to do so.
The Armataurs are a large, scaled mammalian species, walking on four feet and swinging a powerful tail behind them. Their elephant-back armies terrorize the lands outside the Dungeon.

Armataurs instinctively roll when moving toward foes, getting a free move. Their long, nimble tongues drink every last drop from potions, doubling their effects, but the strange syllables of magical scrolls slow them down. They have great aptitudes with armour and shields, though their body shape reduces the protection offered by body armour early on.

Innate Abilities

Armataurs have a base Strength of 13, Intelligence of 8, and Dexterity of 5 (before background modifiers).

Preferred Backgrounds

Level Bonuses

Starting Skills and Equipment

Armataurs start with the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting -1 Armour 2 Spellcasting -2
Dodging -3
Maces & Flails -1 Shields 1 Conjurations -1
Axes -2 Stealth 2 Hexes -1
Polearms -2 Summonings -2
Staves -1 Invocations 0 Necromancy -2
Unarmed Combat -1 Evocations 0 Translocations 0
Throwing -1 Shapeshifting -2 Alchemy -1
Fire Magic -1
Short Blades -1 Ice Magic -1
Long Blades -1 Air Magic -1
Ranged Weapons -3 Experience -1 Earth Magic -1

History

Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy